introduction to software engineering (cen-4010)

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CEN 4010 - Seventh Lecture Introduction to Software Engineering Introduction to Software Engineering (CEN-4010) (CEN-4010) Instructor: Masoud Sadjadi http://www.cs.fiu.edu/~sadjadi/ System Design: System Design: Decomposing the System Decomposing the System

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Instructor: Masoud Sadjadi http://www.cs.fiu.edu/~sadjadi/. Introduction to Software Engineering (CEN-4010). System Design: Decomposing the System. Acknowledgements. Overview:. Dr. Bernd Bruegge Dr. Allen Dutoit. Motivation. Overview. Design Goals. System Decomp. Summary. Agenda. - PowerPoint PPT Presentation

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Page 1: Introduction to Software Engineering (CEN-4010)

CEN 4010 - Seventh Lecture

Introduction to Software Engineering Introduction to Software Engineering (CEN-4010)(CEN-4010)

Instructor: Masoud Sadjadi

http://www.cs.fiu.edu/~sadjadi/

System Design:System Design:Decomposing the SystemDecomposing the System

Page 2: Introduction to Software Engineering (CEN-4010)

Seventh Lecture 2CEN 4010: Introduction to Software Engineering

AcknowledgementsAcknowledgements

Dr. Bernd Bruegge

Dr. Allen Dutoit

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System Decomp.

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Seventh Lecture 3CEN 4010: Introduction to Software Engineering

AgendaAgenda

Motivation System Design Overview Design Goals System Decomposition Summary

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Seventh Lecture 4CEN 4010: Introduction to Software Engineering

MotivationMotivation

“There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies.”

- C.A.R. Hoare

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Seventh Lecture 5CEN 4010: Introduction to Software Engineering

Why is Design so Difficult?Why is Design so Difficult?

Analysis: Focuses on the application domain Design: Focuses on the solution domain

– Design knowledge is a moving target– The reasons for design decisions are changing very

rapidly Halftime knowledge in software engineering: About 3-

5 years What I teach today will be out of date in 3 years Cost of hardware rapidly sinking

“Design window”: – Time in which design decisions have to be made

Technique– Time-boxed prototyping

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Seventh Lecture 6CEN 4010: Introduction to Software Engineering

The Purpose of System DesignThe Purpose of System Design

Bridging the gap between desired and existing system in a manageable way

Use Divide and Conquer– We model the new

system to be developed as a set of subsystems

Problem

Existing System

NewSystem

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Seventh Lecture 7CEN 4010: Introduction to Software Engineering

AgendaAgenda

Motivation System Design Overview Design Goals System Decomposition Summary

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System Decomp.

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Seventh Lecture 8CEN 4010: Introduction to Software Engineering

System DesignSystem Design

System Design

2. System

Layers/PartitionsCohesion/Coupling

5. Data

1. Design Goals

DefinitionTrade-offs

4. Hardware/

Special purpose

Software

Buy or Build Trade-offAllocationConnectivity

3. Concurrency

Data structure

Persistent ObjectsFilesDatabases

ManagementAccess controlSecurity

6. Global Resource Handling

8. BoundaryConditions

InitializationTerminationFailure

Decomposition

Mapping

7. Software Control

Identification of Threads

MonolithicEvent-DrivenThreadsConc. Processes

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Seventh Lecture 9CEN 4010: Introduction to Software Engineering

OverviewOverview

System Design I (this lecture)– 0. Overview of System Design– 1. Design Goals– 2. Subsystem Decomposition

System Design II: Addressing Design Goals (next lecture)– 3. Concurrency– 4. Hardware/Software Mapping– 5. Persistent Data Management– 6. Global Resource Handling and Access Control– 7. Software Control– 8. Boundary Conditions

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Seventh Lecture 10CEN 4010: Introduction to Software Engineering

Requirements Analysis Requirements Analysis System System DesignDesign

Nonfunctional requirements =>– Activity 1: Design Goals Definition

Functional model =>– Activity 2: System decomposition (Selection of

subsystems based on functional requirements, cohesion, and coupling)

Object model => – Activity 4: Hardware/software mapping – Activity 5: Persistent data management

Dynamic model =>– Activity 3: Concurrency– Activity 6: Global resource handling– Activity 7: Software control

Subsystem Decomposition– Activity 8: Boundary conditions

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Seventh Lecture 11CEN 4010: Introduction to Software Engineering

AgendaAgenda

Motivation System Design Overview Design Goals System Decomposition Summary

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System Decomp.

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Seventh Lecture 12CEN 4010: Introduction to Software Engineering

Activity 1: Design Goals Activity 1: Design Goals DefinitionDefinition

Let’s look at a small example

Current Situation: – Computers must be used in the office

What we want:– A computer that can be used in mobile situations.

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Identify Current Technology Identify Current Technology ConstraintsConstraints

Single Output Device

Precise Input

Direction where the user looks is irrelevant

Fixed NetworkConnection

Location of user does not matter

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Seventh Lecture 14CEN 4010: Introduction to Software Engineering

Generalize Const. Using Tech. Generalize Const. Using Tech. EnablersEnablers

Multiple Output Devices

Vague Input

Direction where the user looks is relevant

Dynamic NetworkConnection

Location-based

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Seventh Lecture 15CEN 4010: Introduction to Software Engineering

Establish New Design GoalsEstablish New Design Goals

Mobile Network Connection Multiple Output Devices Location-Based Multimodal Input (Users Gaze, Users

Location, …) Vague input

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Sharpen the Design GoalsSharpen the Design Goals

Location-based input – Input depends on user location– Input depends on the direction where the user

looks (“egocentric systems”) Multi-modal input

– The input comes from more than one input device Dynamic connection

– Contracts are only valid for a limited time Is there a possibility of further

generalizations? Example: location can be seen as a special

case of context – User preference is part of the context– Interpretation of commands depends on context

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List of Design GoalsList of Design Goals

Reliability Modifiability Maintainability Understandability Adaptability Reusability Efficiency Portability Traceability of

requirements Fault tolerance Backward-compatibility Cost-effectiveness Robustness High-performance

Good documentation Well-defined interfaces User-friendliness Reuse of components Rapid development Minimum # of errors Readability Ease of learning Ease of remembering Ease of use Increased productivity Low-cost Flexibility

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Relationship Between Design Relationship Between Design GoalsGoals

Reliability

Low cost Increased ProductivityBackward-CompatibilityTraceability of requirementsRapid developmentFlexibility

Client End User

PortabilityGood Documentation

RuntimeEfficiency

Developer

Minimum # of errorsModifiability, ReadabilityReusability, AdaptabilityWell-defined interfaces

FunctionalityUser-friendlinessEase of UseEase of learningFault tolerantRobustness

NielsonUsability EngineeringMMK, HCIRubinTask Analysis

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Typical Design Trade-offsTypical Design Trade-offs

Functionality vs. Usability Cost vs. Robustness Efficiency vs. Portability Rapid development vs. Functionality Cost vs. Reusability Backward Compatibility vs. Readability

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AgendaAgenda

Motivation System Design Overview Design Goals System Decomposition Summary

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Activity 2: System Activity 2: System decompositiondecomposition

Subsystem (UML: Package)– Collection of classes, associations, operations,

events and constraints that are interrelated– Seed for subsystems: UML Objects and Classes.

(Subsystem) Service: – Group of operations provided by the subsystem – Seed for services: Subsystem use cases

Service is specified by Subsystem interface:– Specifies interaction and information flow from/to

subsystem boundaries, but not inside the subsystem.

– Should be well-defined and small. – Often called API: Application programmer’s

interface, but this term should used during implementation, not during System Design

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Services and Subsystem Services and Subsystem InterfacesInterfaces

Service: A set of related operations that share a common purpose– Notification subsystem service:

LookupChannel() SubscribeToChannel() SendNotice() UnscubscribeFromChannel()

– Services are defined in System Design

Subsystem Interface: Set of fully typed related operations.– Subsystem Interfaces are defined in Object Design– Also called application programmer interface (API)

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Choosing SubsystemsChoosing Subsystems

Criteria for subsystem selection: Most of the interaction should be within subsystems, rather than across subsystem boundaries (High cohesion).– Does one subsystem always call the other for the

service?– Which of the subsystems call each other for

service? Primary Question:

– What kind of service is provided by the subsystems (subsystem interface)?

Secondary Question:– Can the subsystems be hierarchically ordered

(layers)? What kind of model is good for describing

layers and partitions?

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Ravioli ExampleRavioli Example

Is this the right decomposition or is this too much ravioli?

Modeling

Authoring

Workorder Repair

Inspection

AugmentedReality

Workflow

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ARENA ExampleARENA Example

Tournament

Component Management

User Management

Tournament Statistics

User Directory

User Interface

Session Management

Advertisement

Stores user profiles (contact & subscriptions)

Stores results of archived tournaments

Maintains state during matches.

Administers user accounts

Manages tournaments, applications, promotions.

Manages advertisement banners and sponsorships.

For adding games, styles, and expert rating formulas

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Definition: Subsystem Interface Definition: Subsystem Interface ObjectObject

A Subsystem Interface Object provides a service – This is the set of public methods provided

by the subsystem– The Subsystem interface describes all the

methods of the subsystem interface object

Use a Facade Pattern for the subsystem interface object

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Subsystems Commu. via a Software Subsystems Commu. via a Software BusBus

Authoring Modeling

Augmented Reality

Workorder Repair

Inspection

Workflow

A Subsystem Interface Object publishes the service (a set of public methods) provided by the subsystem

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Coupling and CohesionCoupling and Cohesion

Goal: Reduction of complexity while change occurs Cohesion measures the dependence among classes

– High cohesion: The classes in the subsystem perform similar tasks and are related to each other (via associations)

– Low cohesion: Lots of miscellaneous and auxiliary classes, no associations

Coupling measures dependencies between subsystems– High coupling: Changes to one subsystem will have high

impact on the other subsystem (change of model, massive recompilation, etc.)

– Low coupling: A change in one subsystem does not affect any other subsystem

Subsystems should have as maximum cohesion and minimum coupling as possible:– How can we achieve high cohesion?– How can we achieve loose coupling?

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Partitions and LayersPartitions and Layers

Partitioning and layering are techniques to achieve low coupling.

A large system is usually decomposed into subsystems using both, layers and partitions.

Partitions vertically divide a system into several independent (or weakly-coupled) subsystems that provide services on the same level of abstraction.

A layer is a subsystem that provides subsystem services to a higher layers (level of abstraction)– A layer can only depend on lower layers– A layer has no knowledge of higher layers

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Subsystem Decomposition into Subsystem Decomposition into LayersLayers

Subsystem Decomposition Heuristics: No more than 7+/-2 subsystems

– More subsystems increase cohesion but also complexity (more services)

No more than 4+/-2 layers, use 3 layers (good)

F:SubsystemE:Subsystem G:Subsystem

D:SubsystemC:SubsystemB:Subsystem

A: Subsystem Layer 1

Layer 2

Layer 3

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Relationships between Relationships between SubsystemsSubsystems

Layer relationship– Layer A “Calls” Layer B (runtime)– Layer A “Depends on” Layer B (“make”

dependency, compile time)

Partition relationship– The subsystem have mutual but not deep

knowledge about each other– Partition A “Calls” partition B and partition B “Calls”

partition A

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Layering Example: Virtual Layering Example: Virtual MachineMachine

Dijkstra: T.H.E. operating system (1965)– A system should be developed by an ordered set of

virtual machines, each built in terms of the ones below it.

VM4

VM3

VM2

VM1

Problem

Existing System

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

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Virtual MachineVirtual Machine

A virtual machine is an abstraction – It provides a set of attributes and operations.

A virtual machine is a subsystem – It is connected to higher and lower level virtual

machines by "provides services for" associations.

Virtual machines can implement two types of software architecture– Open Architectures.– Closed Architectures.

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Closed ArchitectureClosed Architecture

Also called Opaque Layering Any layer can only invoke operations from the

immediate layer below Design goal: High maintainability, flexibility

VM4

VM3

VM2

VM1

Problem

Existing System

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

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Open ArchitectureOpen Architecture

Also called Transparent Layering Any layer can invoke operations from any

layers below Design goal: Runtime efficiency

VM4

VM3

VM2

VM1

Problem

Existing System

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

Classattropr

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Properties of Layered SystemsProperties of Layered Systems

Layered systems are hierarchical. Hierarchy reduces complexity (low coupling). Closed architectures are more portable. Open architectures are more efficient. If a subsystem is a layer, it is often called a

virtual machine. Chicken-and egg problem

– Example: Debugger opening the symbol table when the file system needs to be debugged

G: Op. System

D: File System

A: Debugger

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Software Architectural StylesSoftware Architectural Styles

Subsystem decomposition– Identification of subsystems, services, and their

relationship to each other.

Specification of the system decomposition is critical.

Patterns for software architecture– Repository– Model/View/Controller – Client/Server– Peer-To-Peer– Three-Tier– Four-Tier– Pipes and Filters

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Repository Architectural StyleRepository Architectural Style

Subsystems access and modify data from a single data structure

Subsystems are loosely coupled (interact only through the repository)

Control flow is dictated by central repository (triggers) or by the subsystems (locks, synchronization primitives)

Subsystem

Repository

createData()setData()getData()searchData()

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ExamplesExamples

LexicalAnalyzer

SyntacticAnalyzerSemanticAnalyzer

CodeGenerator

Compiler

SyntacticEditor

ParseTree SymbolTable

Repository

SourceLevelDebugger

Optimizer

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Model/View/ControllerModel/View/Controller

Subsystems – Model subsystem

Responsible for application domain knowledge

– View subsystem Responsible for displaying application domain objects

– Controller subsystem Responsible for sequence of interactions.

MVC and Repository Architecture– is a special case of a repository architecture

Controller

Model

subscribernotifier

initiator

*

repository1

1

*

View

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Client/Server Architectural Client/Server Architectural StyleStyle

One or many servers provides services to instances of subsystems, called clients.

Client calls on the server, which performs some service and returns the result – Client knows the interface of the server (its service)– Server does not need to know the interface of the

client

Response in general immediately Users interact only with the client

Client

Server

service1()service2()

serviceN()…

**

requester provider

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Client/Server Architectural Client/Server Architectural StyleStyle

Often used in database systems:– Front-end: User application (client)– Back end: Database access and manipulation

(server) Functions performed by client:

– Customized user interface– Front-end processing of data– Initiation of server remote procedure calls– Access to database server across the network

Functions performed by the database server:– Centralized data management– Data integrity and database consistency– Database security– Concurrent operations (multiple user access)– Centralized processing (for example archiving)

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Design Goals for Client/Server Design Goals for Client/Server SystemsSystems

Service Portability– Server can be installed on a variety of machines and operating

systems and functions in a variety of networking environments Transparency, Location-Transparency

– The server might itself be distributed (why?), but should provide a single "logical" service to the user

Performance– Client should be customized for interactive display-intensive

tasks– Server should provide CPU-intensive operations

Scalability– Server should have spare capacity to handle larger number of

clients Flexibility

– The system should be usable for a variety of user interfaces and end devices (e.g., wearable computer and desktop)

Reliability– System should survive node or communication link problems

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Problems with Client/ServerProblems with Client/Server

Layered systems do not provide peer-to-peer communication

Peer-to-peer communication is often needed Example: Database receives queries from

application but also sends notifications to application when data have changed

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Peer-to-Peer Architectural Peer-to-Peer Architectural StyleStyle

Generalization of Client/Server Architecture Clients can be servers and servers can be

clients More difficult because of possibility of

deadlocks

Peer

service1()service2()

serviceN()…

requester

provider

*

*

application1:DBUser

database:DBMS

application2:DBUser

1. updateData

2. changeNotification

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Example: ISO OSI ModelExample: ISO OSI Model

ISO’s OSI Reference Model – ISO = International

Standard Organization

– OSI = Open System Interconnection

Reference model defines 7 layers of network protocols and strict methods of communication between the layers.

Closed software architecture

Application

Presentation

Session

Transport

Network

DataLink

Physical

Lev

el o

f ab

stra

ctio

n

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OSI model Packages and OSI model Packages and ResponsibilitiesResponsibilities

The Physical layer – represents the hardware interface to the net-work. It allows to

send() and receive bits over a channel. The Datalink layer

– allows to send and receive frames without error using the services from the Physical layer.

The Network layer – is responsible for that the data are reliably transmitted and

routed within a network. The Transport layer

– is responsible for reliably transmitting from end to end. (This is the interface seen by Unix programmers when transmitting over TCP/IP sockets)

The Session layer – is responsible for initializing a connection, including

authentication. The Presentation layer

– performs data transformation services, such as byte swapping and encryption

The Application layer – is the system you are designing (unless you build a protocol

stack). The application layer is often layered itself.

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Another View at the ISO ModelAnother View at the ISO Model

• A closed software architecture

• Each layer is a UML package containing a set of objects

Application

Presentation

Session

Transport

Network

DataLink

Physical

Frame

Packet

Bit

Connection

Format

Message

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The Role of MiddlewareThe Role of Middleware

Application

Presentation

Session

Transport

Network

DataLink

Physical

Socket

CORBA

TCP/IP

Object

Ethernet Wire

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Three-tier architectural styleThree-tier architectural style

Interface

Application Logic

Storage

Connection

Form

Query

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Four tier architectural styleFour tier architectural style

Presentation Server

Application Logic

Storage

Connection

Form

Query

Presentation Client WebBrowser

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Pipe and filter architectural Pipe and filter architectural stylestyle

Pipeinput output

output input* 1

* 1Filter

% ps auxwww | grep dutoit | sort | more

ps grep sort more

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AgendaAgenda

Motivation System Design Overview Design Goals System Decomposition Summary

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SummarySummary

System Design– Reduces the gap between requirements and the

(virtual) machine– Decomposes the overall system into manageable

parts

Design Goals Definition– Describes and prioritizes the qualities that are

important for the system– Defines the value system against which options are

evaluated

Subsystem Decomposition– Results into a set of loosely dependent parts which

make up the system

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